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<h1><a href="../apiOverview.htm">Regular API</a> function</h1>
<h3 class=subsectionBar><a name="simGetReferencedHandles" id="simGetReferencedHandles"></a>simGetReferencedHandles / sim.getReferencedHandles </h3>
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Description 
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Retrieves a list of custom handles, linking a given object to other objects. See also <a href="simSetReferencedHandles.htm">sim.setReferencedHandles</a>. </td>
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C synopsis
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<td class=apiTableRightCSyn>simInt simGetReferencedHandles(simInt objectHandle,simInt** referencedHandles,simInt** reserved1,simInt** reserved2)</td> 
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<td class=apiTableLeftCParam>C parameters</td> 
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<div><strong>objectHandle</strong>: handle of the scene object that stores the list of handles. Can be optionally combined with <em>sim.handleflag_keeporiginal</em>, in which case the handles that link to originals are retrieved.</div>
<div><strong>referencedHandles</strong>: a pointer to a pointer that will be allocated and receive the list of handles. The user is in charge of releasing that buffer with <a href="simReleaseBuffer.htm">simReleaseBuffer</a>. Handles of following object types are supported: scene objects, collision objects, distance objects, IK groups and collections.</div>
<div><strong>reserved1</strong>: reserved for future extensions</div>
<div><strong>reserved2</strong>: reserved for future extensions</div>
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C return value
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<div>-1 in case of an error. Otherwise, the number of handles returned.</div>
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Lua synopsis
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<td class=apiTableRightLSyn>table referencedHandles=sim.getReferencedHandles(number objectHandle)<br></td> 
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<td class=apiTableLeftLParam>Lua parameters</td> 
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<div>Similar to the  C-function<br>
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Lua return values
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<div>Similar to the  C-function<br>
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